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authorraysan5 <[email protected]>2020-09-23 14:19:10 +0200
committerraysan5 <[email protected]>2020-09-23 14:19:10 +0200
commitbd512764ff7c82fa6e1395c51accb3ba18162827 (patch)
tree2e6e9c074b2718916d7102a57528a0045186027b /examples/models
parent4a97a5c63a547f6b56e9582981be010d8497188f (diff)
downloadraylib-bd512764ff7c82fa6e1395c51accb3ba18162827.tar.gz
raylib-bd512764ff7c82fa6e1395c51accb3ba18162827.zip
REVIEW: example: models_cubicmap_pbr #1384
It does not work properly yet but it compiles correctly
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_material_pbr.c105
1 files changed, 56 insertions, 49 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 9c531ea5..fc447dbb 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -20,7 +20,7 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
-#define CUBEMAP_SIZE 512 // Cubemap texture size
+#define CUBEMAP_SIZE 1024 // Cubemap texture size
#define IRRADIANCE_SIZE 32 // Irradiance texture size
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
#define BRDF_SIZE 512 // BRDF LUT texture size
@@ -51,7 +51,7 @@ int main(void)
// Mesh tangents are generated... and uploaded to GPU
// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
- MeshTangents(&model.meshes[0]);
+ //MeshTangents(&model.meshes[0]);
model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
@@ -117,6 +117,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
{
Material mat = LoadMaterialDefault(); // Initialize material to default
+ // Load PBR shader (requires several maps)
#if defined(PLATFORM_DESKTOP)
mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
@@ -148,78 +149,84 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
+ // Set textures filtering for better quality
+ SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
+ SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
+
+ // Enable sample usage in shader for assigned textures
+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+ SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
+
+ int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
+ SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
+
+ // Set up material properties color
+ mat.maps[MAP_ALBEDO].color = albedo;
+ mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
+ mat.maps[MAP_METALNESS].value = metalness;
+ mat.maps[MAP_ROUGHNESS].value = roughness;
+ mat.maps[MAP_OCCLUSION].value = 1.0f;
+ mat.maps[MAP_EMISSION].value = 0.5f;
+ mat.maps[MAP_HEIGHT].value = 0.5f;
+
+ // Generate cubemap from panorama texture
+ //--------------------------------------------------------------------------------------------------------
+ Texture2D panorama = LoadTexture("resources/dresden_square.hdr");
// Load equirectangular to cubemap shader
#if defined(PLATFORM_DESKTOP)
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
#endif
-
+ SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
+ TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32);
+ UnloadTexture(panorama);
+ UnloadShader(shdrCubemap);
+ //--------------------------------------------------------------------------------------------------------
+
+ // Generate irradiance map from cubemap texture
+ //--------------------------------------------------------------------------------------------------------
// Load irradiance (GI) calculation shader
#if defined(PLATFORM_DESKTOP)
Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
#endif
-
+ SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
+ mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
+ UnloadShader(shdrIrradiance);
+ //--------------------------------------------------------------------------------------------------------
+
+ // Generate prefilter map from cubemap texture
+ //--------------------------------------------------------------------------------------------------------
// Load reflection prefilter calculation shader
#if defined(PLATFORM_DESKTOP)
Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
#else
Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
#endif
-
- // Load bidirectional reflectance distribution function shader
+ SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
+ mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
+ UnloadTexture(cubemap);
+ UnloadShader(shdrPrefilter);
+ //--------------------------------------------------------------------------------------------------------
+
+ // Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
+ //--------------------------------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP)
Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
#else
Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
#endif
-
- // Setup required shader locations
- SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
- SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
- SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
-
- Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
- Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
- mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
- mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
- UnloadTexture(cubemap);
- UnloadTexture(texHDR);
-
- // Unload already used shaders (to create specific textures)
- UnloadShader(shdrCubemap);
- UnloadShader(shdrIrradiance);
- UnloadShader(shdrPrefilter);
UnloadShader(shdrBRDF);
-
- // Set textures filtering for better quality
- SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
-
- // Enable sample usage in shader for assigned textures
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
-
- int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
- SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
-
- // Set up material properties color
- mat.maps[MAP_ALBEDO].color = albedo;
- mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
- mat.maps[MAP_METALNESS].value = metalness;
- mat.maps[MAP_ROUGHNESS].value = roughness;
- mat.maps[MAP_OCCLUSION].value = 1.0f;
- mat.maps[MAP_EMISSION].value = 0.5f;
- mat.maps[MAP_HEIGHT].value = 0.5f;
+ //--------------------------------------------------------------------------------------------------------
return mat;
}